* Fixing world map generation issues (thankyou LL for using different coordinates than the rest of the graphics community! =p)
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6072fd8667
commit
79de35aea2
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@ -230,7 +230,7 @@ namespace OpenSim.world
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "World.cs: Backup() - Terrain tainted, saving.");
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localStorage.SaveMap(Terrain.getHeights1D());
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "World.cs: Backup() - Rebuilding world map image.");
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Terrain.exportImage("map_" + m_regInfo.RegionName + ".png", "defaultstripe.png");
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Terrain.exportImage("map_" + m_regInfo.RegionName.ToLower() + ".png", "defaultstripe.png");
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OpenSim.Framework.Console.MainConsole.Instance.WriteLine(OpenSim.Framework.Console.LogPriority.LOW, "World.cs: Backup() - Terrain saved, informing Physics.");
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phyScene.SetTerrain(Terrain.getHeights1D());
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@ -435,7 +435,7 @@ namespace OpenSim.world
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}
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catch (Exception e)
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{
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Console.WriteLine("Unable to load default terrain (" + e.ToString() + "), procedurally generating instead...");
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Console.WriteLine("Unable to load default terrain, procedurally generating instead...");
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Terrain.hills();
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}
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this.localStorage.SaveMap(this.Terrain.getHeights1D());
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@ -469,7 +469,7 @@ namespace OpenSim.Terrain
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{
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// 512 is the largest possible height before colours clamp
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int colorindex = (int)(Math.Max(Math.Min(1.0, copy.get(x, y) / 512.0), 0.0) * pallete);
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bmp.SetPixel(x, y, colours[colorindex]);
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bmp.SetPixel(y, 255 - x, colours[colorindex]);
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}
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}
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